| XandorKhan |
D&D 5e
New to this system and I see some very good things when it comes to the Archer.
I've always tended to be a Skillmonkey and see no reason why I can't do it in 5e as well.
I like the Rogue Class for the Skills and Abilities. It also seems to be the class with the most versatility outside of combat.
Fighters just kick ass so no reason not to go there.... except I find just cracking skulls a tad boring.
Ranger seems built around the bow when you go Hunter.... but I have been lead to understand that Rangers are a tad broken.
Think I'll go Rogue Archer.
So here are the questions.
Is there any reason I should not Multi-Class?
If I do... should I start with Rogue or go with one of the other two options first and Then go Rogue.
If I go with Rogue first... when should I switch over to the other class... and then switch back to Rogue.
Will I stay a Rogue if I only for a few lvls and switch to the other class and Never go back.
Final question. Ranger or Fighter?
Jiggy
RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32
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I think unless you have very specific combos/shenanigans already in mind, you just plain old shouldn't multiclass at all. 5E heavily rewards you for staying single-classed.
As for fighter versus rogue versus ranger, there are valid ideas for each.
The fighter will eventually get the most attacks per round, followed by ranger, and the rogue only ever gets one. The rogue compensates for this with Sneak Attack (which is extra brutal on a crit). The fighter or ranger's damage will be more consistent (since it's less likely to miss on multiple attacks than one attack), but the rogue is still solid.
Rogue will indeed have extra skills, but on the other hand, everybody ends up with at least 4 skill proficiencies, and all skills can be attempted untrained with a reasonable possibility of success, plus most backgrounds give you another interesting way of interacting with the world; so being a fighter (for instance) does not in any way confine you to only contributing to combat.
Rogue has Cunning Action, which could be helpful as an archer to disengage as a bonus action and still get a shot off, if people get up in your grill. On the other hand, fighters and rangers get a "fighting style" by which you can gain a +2 to all attack rolls with your bow, which is a big deal in 5E.
Frankly, any of the classes could work.
| SmiloDan RPG Superstar 2012 Top 32 |
I play in a group with both a rogue (arcane trickster) archer and a ranger (hunter) archer.
Both do great damage, but the ranger is our main damage dealer. Hunter's mark is a great damage booster, and combined with the Archery Fighting Style and the bless spell, he can afford to take advantage of the Sharp Shooter feat very often. He has the Horde-Breaker ability, so he can also hit multiple targets. Even the Colossus Slayer ability is a good alternative to Horde-Breaker if you often fight single tough adversaries.
The rogue is a little bit more versatile in the skills department, but the ranger's spells really increase his versatility, even when compared to the spells of the arcane trickster. The ranger can cast cure wounds (which has saved my cleric's life at least a couple times, which then saved the rest of the party's lives), and the ranger has some excellent battlefield control spells, like spike growth.
Pass without trace is also a great party buff/utility spell. Lets the whole party sneak around!
Fighters are better at melee damage because they can use 2-handed weapons, which typically do 1d10 or 1d12 points of damage, and with all their extra attacks, are more likely to crit and benefit from the heavy weapon damage.
| thenovalord |
In our game, started at 1st, now 9th
Rogue is either excellent or terrible dependent on rolling a 5 or a 15
They have funky defences but get a bit creamed by falling Con saves, a lot
Ranged ranger if unmolested just puts out lots damage, with added goodness of healing
Fighter is there to keep attacks focussed on him. Doesn't do much damage but has the best AC and most hitpoints
| SmiloDan RPG Superstar 2012 Top 32 |
In our game, started at 1st, now 10th. Rise of the Rune Lords.
The ranger is the main damage dealer, followed closely by the rogue and blaster diviner. The fighter is an eldritch knight two-weapon fighter, and used to be a fighter/rogue/wizard before being re-built. He does OK damage, but doesn't seem to be reaching his potential. We also have a relatively new barbarian (started around level 8) that is pretty brutal.
My Life cleric has the best (normal) AC, and close to the most hit points. But his damage is pretty pathetic.
Ranger: I do 15, 16, and 21.
Rogue: I did 29
Fighter: I hit for 10, 12, and 20.
Wizard: 42, save for half.
Me: I hit for 6.
But now (after we killed a dragon) I have a Belt of Frost Giant's Strength and a +1 warhammer, and my Life cleric damage boost, so now I do 2d8+7!
| SmiloDan RPG Superstar 2012 Top 32 |
I have bless cast for most battles. +1d4 to Attack Rolls AND Saving Throws? Yes please!
Occasionally I get to tank and cast spiritual guardians and take the Dodge Action. 3d8 damage, Wisdom for half, for 10 minutes! My dwarf worships Desna, so they're a bunch of radiant celestial butterflies (well, until I got true rezzed by a balor-succubus and now they're batwinged vermin and other creepy stuff). And the occasional spiritual weapon for zest.